So this weekend we went to Dreamhack Stockholm to exhibit the game (and watch some brilliant esports)! The expo was a blast, and we met a lot of awesome people. It’s always great exhibiting the game and chatting with you guys IRL!

Instead of showing more progress on the Temple of Seasons this week we thought it’d be nice to show some pictures from Dreamhack instead (sorry for the crappy quality, tho):

We got some pretty exciting news. We’ve been invited by our old school to tag along to Dreamhack Stockholm this coming weekend to showcase our game at the game expo!

This will be the first ever visit to a Dreamhack event for all of us and even though it’s not one of the big ones (Dreamhack Summer & Winter) we are all super pumped to showcase Grindea, talk to people and watch some e-sports! If you are in the neighborhood, drop by and hang out with us!

Anyways, the most common usage for the Season Change Ability will be to open up new paths to explore. For Fred, this means a lot of animations for different obstacles to block the progression for the players.

Most blockades will only be opened during a specific season and closed during the other two. The Phase Shift plate below for example will be blocked by the giant lily pad during the summer and frozen shut during the winter.

And to end this post, here’s a couple of the rooms that Vilya has been working with:

Way back, before the dinosaurs roamed the Earth, we used to have a crafting tab in the inventory, from which all your crafting needs were carried out. Things changed, and instead crafting was to be handled at the different shops in town.

Looking back, this was a rather misguided decision, and so we’ll bring crafting back into the menu!

Instead of the old interface used in the shops, we’re using the layout previously found when looking at recipes via your inventory. The tradeoff is that you can’t display as many items at once, but a clear benefit is that much more information is available atfirst glance!

You can now see what type of item it is, and the exact ingredients required directly in the list. By pressing right or left, you can also cycle through the ingredients to see their description, stats and how many you own. Oh, and if you still prefer to find recipes through the inventory (by selecting an ingredient), you can craft from there as well!

With this change, we’ll also add a feature we’ve promised for a while now, namely the ability to track crafting recipes:

When tracking a recipe, it will appear where you’d normally see your tracked quest, allowing you to see your progress without needing to visit the menu. You can still cycle through your active quests like normal using TAB (or RB/R1 on controllers); the tracked recipe will behave just like another quest.

With this, the shopkeepers will lose their crafting licenses and can only Buy/Sell. Let’s hope they don’t go out of business! :C

If cold autumn winds are making you wish you could rewind time and go back to the warm embrace of summer, then our Temple of Seasons™ might be just the thing you’re looking for! Simply whack the supplied Summer Orb and watch the landscape transform around you:

It’s animated! Click it!

We had a long back and forth discussion regarding how the seasons would work in the temple, mostly related to whether the Season Orbs would change the season of the entire temple, or just the current room. In the end, we went with having the orbs control the season of their own room!

Both variants could lead to some interesting progression mechanics, but we went with this variant mostly since it would put a slightly less massive workload on poor Vilya and Fred, while also being a bit easier to create puzzle modules for.

For similar reasons, we opted to have separate orbs that summon theircorresponding season, rather than one orb that cycled between them, as in A Link to the Past.

Having the entire dungeon sketched out, we feel it has a ton of potential to be really cool when it’s all done!